What's new in modded minecraft today?

ollieread

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Jul 29, 2019
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Generally what overhual means is a mod that takes over the whole game and doesn't leave room for any other mods. EX pixelmon, divineRPG (Eternal Islels not so much)

Oh right. I don't actually do that at all, it doesn't take over anything, in fact, I don't change any default functionality.

I've actually written a lot more information regarding what the mod actually does, here.
 

AlCapella

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Jul 29, 2019
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Given that even 1.6.4 is a wheezing geezer on some of our machines, I would really really love to see the fastcraft mod ported to 1.6.4 is possible, to test if that helps gameplay on struggling machines. @SpwnX and Co., is there even a remote likelihood of player considering this option?
 

midi_sec

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Jul 29, 2019
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Jaded posted something about in RED.
I just kinda went "whatever - stuff".
Interesting. If you play on a SMP server, vanilla or modded, this is probably something you should be more informed/concerned about.

If you're a SSP player, carry on. Nothing to see here.
 

buggirlexpres

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Nov 24, 2012
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let it goooooooo.... come to the 1.7 side...we have updates...
BwDImp-IYAAKZ2V.jpg
 

AlCapella

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Jul 29, 2019
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Let 1.6.4 go , please.
let it goooooooo.... come to the 1.7 side...we have updates...
I doubt it @AlCapella. We might see it on 1.8, but not 1.6.4.
As @JusticeOF666 said, let it goooo...

All this is fine in an ideal world. But all those wonderful improvements notwithstanding, 1.7.x as well as 1.8 is pretty much unplayable on my present machine. And that doesn't make my machine a toaster, btw.
 
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Elec332

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Jul 29, 2019
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@StanH just released an hotfix for MineTweaker
  • Fixed furnace handler crashing in 1.7 on some mods.
[DOUBLEPOST=1409858759][/DOUBLEPOST]@AlgorithmX2 with an update for AE2
Don't crash when logging out with network tool on transparent mode.
Initialize Drives onReady, this prevents rendering errors.
Improve Crash Report for Ticking GridNodes.
Protect against null items in import bus.
[DOUBLEPOST=1409858833][/DOUBLEPOST]@quetzi with an update for BluePower
  • Inventory Tweaks support for relevant containers
  • Some multipart placement bugfixes
  • Fixed a retriever crash
  • Bunch of new/revised textures
  • Flax drop rate tweaked
[DOUBLEPOST=1409858896][/DOUBLEPOST]@CrazyPants with an update for EnderIO
------------------------------------------------------
Version 2.1.0_beta
------------------------------------------------------
Changes
- Removed MJ support
- Updated all config entries to use RF
- Reduced default IO for tier 1 power conduits
- Added config option for power conduit IO values
- Added config option for stirling gen output
- Added config option for painter power use

Bugs
- Farm 'error messages' flickering on and off
 

SpwnX

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Jul 29, 2019
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Missed some IC² addons? Here is a "New" mod , ZTech, by Zuxelus:
Zuxelus said:
The idea of this addon is to collect all small outdated IC2 mods in one place. This format guarantees that all mods are up to date and none is forgotten.
I don't know these mods so I need your help in testing. Also you can suggest other mods or ideas.

The list of mods
 

Zenthon_127

New Member
Jul 29, 2019
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*Ahem*

Democretes‏@JustCallMeDemo

A wild mod appeared!
https://sites.google.com/site/magitekmod/macht…
I'm currently working on documentation, but the download is up.
That's some sweet-looking stuff you got there.


On a mildly related note, apparently magitech mods are the new big thing, because I'd like to announce that I and a friend of mine have begun work on an RF-themed magitech mod we've been planning for a while. I'll let you guys know when we make significant progress (including teasers), but for now I can tell you that it's got two trees of tech/magic and 4 tiers per tree. Don't expect it coming out for a while, though (probably will wait until 1.8 for initial release).

For the magic half of the mod, a slightly more advanced system of RF power transfer will be implemented. In other words, cables and machines with limits.
 

NJM1564

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Jul 29, 2019
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RWTema @Extra_Utilities · 22h
Decided I'll give CurseForge a try for my new Dark Menagerie mod (which should be available for beta soon).

RWTema @Extra_Utilities · 22h
In other news, the frames are moving along quite nicely. #badumtish pic.twitter.com/NI9wrfcyia



Pahimar @pahimar · 7h
Finally got around to implementing something I've wanted for a long time in Equivalent Exchange - server syncs it's EMC values with clients

Pahimar @pahimar · 7h
So when you join Server A that has X EMC values, and then join Server B with Y EMC values, you DO NOT have to change anything locally.

Pahimar @pahimar · 7h
This may not appeal to you now, but I bet server admins are salivating at this. Next up is realtime EMC value changes without restart
 

Yusunoha

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Jul 29, 2019
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this is my update, no one else can have it!!
so @RWTema released his new mod Dark Menagerie
RWTema said:
This mod was created basically on a whim and out of curiosity with Minecraft's handling of entities and their rendering. Over the weekend I made a couple of ideas and just took the ones I thought worked.

The basic idea is to add a bunch of mobs to Minecraft that would fit in with vanilla and not be distracting. I also wish to give each mob their own quirks, traits and even some special AI methods.

The current mobs added are

  • Cultist of the Dark Lepus
  • Energy Ghost
  • Elephant
  • Fire ant
  • Mummy
  • Field Mouse
  • Mantikitten
  • Living Armor
  • Infested Villager
More are planned for the future.